feat(game): void unreplayable games as a draw instead of erroring
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CI / unit (pull_request) Successful in 9s
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A committed move that becomes illegal under a tightened rule (the single-word connectivity fix) makes engine replay fail, which left such games unopenable — an empty screen and an 'illegal play' error. Now the first open closes the game gracefully as a draw (engine.EndAborted -> end_reason 'aborted', no winner), preserves the journal, and surfaces an impersonal organizer note at the end of the move history and in the GCG export. - engine: EndAborted + Abort() (draw, no rack adjustment; winner -1). - service: replay aborts on ErrIllegalPlay; liveGame persists the void once (lazy, on open); GameState re-reads for the settled view. - store: VoidGame finishes the game and stamps a draw without a journal row. - migration 00002: allow end_reason 'aborted'. - ui: organizer note under the history grid; i18n en/ru. - docs: ARCHITECTURE 6/9.1, FUNCTIONAL(+ru), PRERELEASE MW3.
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@@ -950,6 +950,12 @@ func (svc *Service) GameState(ctx context.Context, gameID, accountID uuid.UUID)
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if err != nil {
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return StateView{}, err
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}
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if g.Reason() == engine.EndAborted {
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// liveGame voided the game; re-read so the view reflects the finished/aborted state.
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if pre, err = svc.store.GetGame(ctx, gameID); err != nil {
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return StateView{}, err
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}
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}
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return StateView{
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Game: pre,
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Seat: seat,
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@@ -1088,6 +1094,13 @@ func (svc *Service) liveGame(ctx context.Context, pre Game) (*engine.Game, error
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if err != nil {
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return nil, err
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}
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if g.Reason() == engine.EndAborted && pre.Status != StatusFinished {
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// First open after the game became unreplayable: persist the void (a finished draw)
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// so the lobby and later opens see it settled. Guarded so it runs exactly once.
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if err := svc.voidGame(ctx, pre, g); err != nil {
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return nil, err
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}
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}
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if !g.Over() {
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svc.cache.put(pre.ID, g, pre.Variant.String())
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}
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@@ -1120,12 +1133,41 @@ func (svc *Service) replay(ctx context.Context, pre Game) (*engine.Game, error)
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}
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for _, mv := range moves {
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if err := replayMove(g, mv); err != nil {
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if errors.Is(err, engine.ErrIllegalPlay) {
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// A committed move is no longer legal under the current rules, so the game
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// cannot be reconstructed past it: close it as a draw (liveGame persists the
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// void) rather than leave it unopenable. Other errors are genuine and propagate.
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g.Abort()
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break
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}
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return nil, fmt.Errorf("game: replay %s move %d: %w", pre.ID, mv.Seq, err)
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}
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}
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return g, nil
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}
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// voidGame closes pre as a draw because its journal can no longer be replayed; g is the
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// partial reconstruction, already Aborted. It persists the finish (end_reason 'aborted'),
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// each seat's partial score as a draw, and the draw statistics for the non-guest seats. The
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// journal is left intact.
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func (svc *Service) voidGame(ctx context.Context, pre Game, g *engine.Game) error {
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scores := make([]int, g.Players())
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for i := range scores {
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scores[i] = g.Score(i)
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}
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statSeats, err := svc.nonGuestSeats(ctx, pre.Seats)
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if err != nil {
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return err
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}
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return svc.store.VoidGame(ctx, voidCommit{
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gameID: pre.ID,
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endReason: g.Reason().String(),
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scores: scores,
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now: svc.clock(),
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stats: buildStats(g, statSeats),
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})
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}
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// replayMove re-applies one journalled move to g through the decoded engine API.
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func replayMove(g *engine.Game, mv HistoryMove) error {
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switch mv.Action {
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